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Adds renderer backend vertex formats and normalizes texture formats.
This was SVN commit r26588.
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@@ -116,7 +116,7 @@ void SkyManager::LoadAndUploadSkyTexturesIfNeeded(
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m_SkyCubeMap = g_VideoMode.GetBackendDevice()->CreateTexture("SkyCubeMap",
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Renderer::Backend::GL::CTexture::Type::TEXTURE_CUBE,
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Renderer::Backend::Format::R8G8B8A8, textures[0].m_Width, textures[0].m_Height,
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Renderer::Backend::Format::R8G8B8A8_UNORM, textures[0].m_Width, textures[0].m_Height,
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Renderer::Backend::Sampler::MakeDefaultSampler(
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Renderer::Backend::Sampler::Filter::LINEAR,
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Renderer::Backend::Sampler::AddressMode::CLAMP_TO_EDGE), 1, 1);
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@@ -147,13 +147,13 @@ void SkyManager::LoadAndUploadSkyTexturesIfNeeded(
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}
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deviceCommandContext->UploadTexture(
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m_SkyCubeMap.get(), Renderer::Backend::Format::R8G8B8A8,
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m_SkyCubeMap.get(), Renderer::Backend::Format::R8G8B8A8_UNORM,
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&rotated[0], textures[i].m_DataSize, 0, i);
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}
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else
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{
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deviceCommandContext->UploadTexture(
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m_SkyCubeMap.get(), Renderer::Backend::Format::R8G8B8A8,
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m_SkyCubeMap.get(), Renderer::Backend::Format::R8G8B8A8_UNORM,
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data, textures[i].m_DataSize, 0, i);
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}
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}
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